It is advised to extinguish all flame-based light on the ship, and to avoid bringing Alchemist Fire into the Phlogiston. . download 1 file . Openings in the sphere wall called “portals” allow spelljamming ships or wildspace creatures to pass through and enter or exit from a crystal sphere. Ship Actions are declared at the beginning of the combat round, before individual combat actions, and take place simultaneously - If a ship doesn't have enough members to crew the siege weapons and repair damage, while also repelling invaders, then priorities will have to be decided. A small lifeboat holds 5 medium creatures. You have advantage on Survival checks to navigate and Perception checks that rely on Sight in Wildspace and the Phlogiston. The envelope still depletes as normal. . Long-term benefits can be granted by the Cook through the Daily Special ship action. There are crystal shells so small that they contain only a single world. A large mind flayer vessel could ram a smaller ship from directly above and spin the smaller ship's gravity plane by 90 degrees, causing everything on the rammed ship to tumble toward the large ship's plane of gravity, probably with disasterous results. The last page of this 5e version of Spelljammer has what seems like several pages worth of text all crammed up at the bottom. Creatures that do not breathe (undead, golems, etc) are unaffected by the status of the air envelopes but still carry the envelops and exchange air. HP 10. Within an air envelope, fire burns normally. Last, but certainly not least, the Magic Officer directs the course and looks after the maps and instruments necessary for navigation, and sends messages to other ships and docks. Product History. The average relative travel time between the Earth and Mars would be relayed as 34 hours, or just under a day and a half. Earth and Mars are sometimes on opposite sides of the Sun, so to travel from the Earth to Mars will take time to reach the Sun, and then more time to reach Mars. Crew must continue dousing flames until all fire is put out. Draws Psychic energy from the Helmsman to propel a ship forward. Instead target suffers. A device or spell that holds objects in external dimensions will still hold them, but the items cannot be accessed. I've also tried to keep all pictures black and white, a la the original books. You roll with advantage on ability checks and saving throws when in zero gravity. By casting this spell on a normal chair or other seat, this spell transforms that chair or seat into a Spelljammer Helm suitable for powering a Spelljamming ship. You replace, replenish, and refresh the air in a personal air envelope for 10 minutes for any creature within range, including air poisoned/tained by spells such as Cloudkill and Stinking Cloud. Duration of repair is 1d4 rounds. . I. magine a universe where square worlds spin around gemstone suns. It takes one Ship Action to prepare the meal and one Ship Action to serve the meal to a group of crew members. The ship moves forward one and a half times it's total Speed without changing hex facing. A combat round lasts 1 minute (60 seconds) in ship-to-ship tactical combat. On an additional note, the inhabitants of the towers often break through the walls in order to put in new doors or to expand their domains, with no harm to spellmammer Spelljammer. Whether operating under Newtonian physics, riding on the back of giant turtles, or rolling across a velvet pool table of the gods, most planets behave in a similar fashion. In the Phlogiston, however, other dimensions cannot be accessed. Characters with levels in classes that do not grant the Spellcasting, Pact Magic, Psionics, or Ki abilities divide by four (rounded down, a minimum of 1) to determine Helm Rating. Some crew members may stick around through thick and thin and develop personalities and traits of their own. A character turned to softwood could fall to Earth and the heat and impact of the fall would be absorbed by the spell. Some spheres drift into and out of proximity with each other, so that just because you reach an area once does not mean that you will find it again. For example: A crew comprised of 50% Green, 40% Trained, and 10% Crack will be a Green crew overall. This happens after one mile of uncontorlled descent. If a Portal to an Outer Plane is rolled, Roll 1d8 and use the chart below to determine the plane that exists on the other end of the portal. Spelljammer offers a great opportunity to turn typical monster threats on their heads. Whatever their origin, the Crystal Shells are uniform. Temporary ships (Those that have been cobbled together from broken vessels), cannot make a takeoff or landing safely and will Crash, completely destroying the vessel. More than double the crew cannot fit on a ship, due to sleeping and space requirements. . Yellow- Primeval; Large swaths of unexplored wilderness. Where daring swashbucklers and scoundrels race for fantastic treasures and literally touch the stars. This is treated as a ram attack, except no damage is done to the opposing ship. Batten Down the Hatches! This all may change in the universe, and no two places may change in the same way. The Legend of Spelljammer (2e) Feared by some, hunted by others, the awesome vessel Spelljammer glides through the vastness of space on manta wings. An early researcher (wanting to have a better look at some of the ocean he captured) lit a match with the intent to burn a candle. At the beginning of combat, you roll initiative for each ship rather than each party member. The opening does not weaken the shell, and any objects resting physically on the shell are unaffected by the portal. Entering a larger air envelope like that of a planet or asteroid is one of the most popular and cheapest methods. Ship Shaken- All PC’s not otherwise secured (Helmsman is considered secured) must make a DC 12 Dexterity saving throw or be knocked prone. In atmosphere near a planetoid, the Light Trebuchet has a 300/1,200 ft range, and the Heavy Trebuchet has a 500/1,500 ft range. They have no gravity along either their interior or exterior sides (an exception to the rule that all large objects have gravity). Though it can be devastating in combat, the Alchemist's Fire Projectors are not popular with ships that cross between the spheres because of the flammability of the Flow. Tactical scenarios near a large body move this way due to the close interaction with a planetoids atmosphere, gravity well, and weather conditions. Numbering them in successive order, roll 1d6 for each planet or other space-bourne body to determine which section the planet starts in on the ring. A cannon is usually supported in a wooden frame with wheels, but on a Spelljamming ship, it is mounted the same as every other siege weapon, on a 360° rotating turret. the "push" that moves a Spelljamming ship. Written for both players and Dungeon Masters, this document will serve as a fairly comprehensive adaptation and unofficial fan conversion of the original 1989 source documentation created by TSR Games (and purchased by Wizards of the Coast) for Spelljammer. Ships move on a hex grid, and movement is determined by Speed. Roll 2d10 to determine the number of planets in the system. You may use your ship action and/or normal round of combat actions to cast spells, perform attacks, dance, talk, or any number of other actions that could normally take place in combat. Roll 1d6 on the table below to determine planet size: Each planet in your galaxy may be a different shape. These speeds have defied measurement since the phlogiston is without permanent landmarks or markers. If power is forbidden, the caster will be informed through the spell that such contact is forbidden, but not the reason why. . Additionally, the Helmsman may initiate one Stunt. The Magic Officer may perform a Deception, Intimidation, Performance, or Persuasion check with the associated message, per DM discretion. Optionally, DM's may consider limiting spells from the Druid, Ranger, Cleric, Paladin, and Warlock classes above 3rd level in a sphere that a deity or patron is not recognized in. For each planet in your galaxy roll 1d12 on the table below: When players enter a dungeon room, they are able to ascertain information from the various objects in the room. Provides half cover to creatures on deck of ship from enemy attacks. For each ton, you can consider the ship taking up 300 cubic feet of space. When fires erupt on-board or a siege weapon is , the Engineer is the one to call. A creature falling unconscious in this way in the Phlogiston is put into suspended animation until such time as they are found or their body is destroyed, whichever comes first. The proud cook is a position of distinction aboard all Spelljamming vessels due to the long term benefits that healthy, magical meals provide. . Where terrifying beasts with the power to destroy whole planets roam. Additionally, the Engineer may perform a Rush Job, Brace for Impact, and Douse Flames. A ship caught this way can descend to the surface, move around in the atmosphere, leave the area, or proceed with combat. In addition, a character proficient with Spelljamming vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about wildspace, the phlogiston, planets, spheres, tying knots, and assessing safe harbors. There are many sorts of basic Spelljammer Helms: Minor and Major. While important, air is relatively easy to replenish. ... Spelljammer 5E. On a failure, the creature falls prone and gains the grappled condition, Can't hit targets within two hex spaces of it, On a successful Critical Hit, do not roll on the Critical Hit table. On hit, roll 1d10. On a failure, creatures and any other objects in the sphere are now on fire. Portions of the materials used are property of Wizards of the Coast. may order crew to the siege weapons systems onboard to fire at enemy vessel(s). In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers. Before it can be fired, all siege weapons must be loaded and aimed. Standard Armaments- This is the amount and type of weaponry that can be installed on a ship. To gain the benefit of the Daily Special, the crew must eat at least one meal per day prepared on a ship with an active helmsman and with the special ingredients. The ship moves forward up to half its Speed and rotates 180 degrees to face the aft hex side at the end of the movement. In addition, every target within the 10-foot square is forced to make a Reflex save (DC 13). Deck crew Damage- One creature on deck is struck and suffers either the same damage as the ship or 2d10, whichever is lower. More than one groundling has gotten in trouble for standing at the ship's rail and tossing an endless stream of apples overboard just to watch them bob. The same action cannot be performed twice in the same ship combat round. The actual dimensions of the ship are unimportant. This role is generally the face of the party. In addition to ordinary movement, a Helmsman can attempt Stunts with her ship. Medium Humanoid (any race), any alignment, Languages any one language (usually Common). You've seen things, been there, and it shows: You've pulled your share of all-nighters keeping up with a busy ship, and it shows. Can only happen once. I have tried very hard to keep to the original source documentation contained in AD&D Adventures in Space, Concordance of Arcane Space, Lorebook of the Void, Encyclopedia Monstera, The Complete Starfarers Handbook, and all other companion documents made for the Spelljammer setting. That may be a lot to keep track of, so make a decision and stick with what you are comfortable with. Fire! Club Melee Weapon Attack: +2 to hit, reach 5 ft., one target. The Crystal Spheres are defiantly solid. A normal siege weapon attack includes loading and aiming the weapon. 5E Spelljammer (5e Campaign Setting) – D&D Wiki. Hull Holed- The attack punches a sizable hole in the ship. How a Helm looks will speak volumes about both its creator, as well as its user. There are several different types that can be mounted to the front of Spelljamming ships. This does not include when on a ship or planet. Deals Piercing damage, A device installed in the Helm that functions, when activated, as the, A device installed in the ship that gives any character aboard advantage on Survival checks to find their own location in wildspace in any sphere, When a ship carrying a "Planetary Locator" installed enters a Crystal Shell, the device immediately tracks Size B through F celestial bodies and displays them as a 3d Image. So many aspects of the original Spelljammer are simply not suited for the 5th Edition design philosophy and style. Those creatures stabilized in this way lose the unconscious condition, are at 1 HP, and are prone. In my D&D 5E game, the characters’ have made … 151% - 200% of the max crew, and air lasts for 2 months. On reaching the end of the gravity plane (at the very edge of the air envelope) she is pushed out and left behind as the ship moves away. When you score a critical hit, instead of doubling the damage dice, you will roll on the following table: Fire!- A fire starts somewhere in or on the ship, determined by the DM. Wildspace is what comes to mind when we talk of "Space." You deduct one Speed to turn the ship towards a different hex side adjacent to the port or starboard (left or right) of the current bow (front) position of the ship. The ship must move in a straight line for at least three consecutive hex spaces to perform a Ramming Ship Action. You can read more about other Planes by referring to the Dungeon Master's Guide, Chapter 2. Degrappling is automatic if both vessels desire it, otherwise it’s resolved as a contested grappling roll. For example, the closest point of the first ellipse will take merely 6 hours to reach by Spelljamming vessel, but the farthest point in the first ellipse will take a full day's travel (24 hours). All members of the adventuring party should get an equal vote in matters. All art is Creative Commons or open source. That being said, if you and the members of your group are calm, rational, fun, open, and controlled adults, and understand you're all playing a game, you can replace the "First Mate" ship role with the "Captain" ship role, which has the same abilities. Siege weaponry has adapted quite well to the depths of space, and is used quite effectively. The ingredients themselves are found at space ports and harvested far and wide. Use the tables below to create a planetary system from scratch; there are seven steps: The type of system you create guides the rest of this section, and will determine the overall structure of the galaxy contained within a Crystal Shell. Normal falling damage is applied, as well as massive damage rules. Adjustments to Armor Class and damage may change an NPC’s challenge rating. Wildspace is not truly a void, although it is often referred to in that way. Calling upon local animals to aid in battle or to give information can't work if you're millions of miles from a habitable place). There are shells which contain one single flat disk that extends to the very edges of the sphere, and spheres which may contain more spheres. The DM is encouraged to work with the players to set a reasonable amount of time based on the limits or freedoms of time in the campaign, if you use this optional rule. Items that are magically non-functional in this way regain their ability upon re-entering a crystal shell. 5e: Spelljammer Races: Part I—Dracon and Grommam For a while now, official content for Dungeons & Dragons has been teasing the spacefaring setting Spelljammer. Hit: 2 (1d4) bludgeoning damage. All Siege weapons mounted on Spelljamming ships are on 360° rotating turrets, and may fire in any direction regardless of the facing of a ship. Other sorts of rare or advanced Helms include: Any character may use a helm, though only one character may use a single helm at a time. In fact, Alchemist's Fire projectors are recipes for disaster in the Phlogiston. The items will become mundane, non-magical equipment. The DM can override these tables any time even after the rollif it suits his or her purpose. the distance from the Earth to the Sun) but Wildspace is unbelievably large and that same ship would take 36 days to reach Pluto from the Earth. On a ship without siege weapons, a gunner isn't needed. Green- Early Civilization; Possibility of early firearms. Load. Once the Fortunate Cookie die is rolled, it is lost. Several Ship Actions reference and target a group of crew members. The Gunner is in charge of maintaining and firing the weapons systems aboard a Spelljamming ship. They look up at the skies and see a vast emptiness of infinite beauty. Trebuchet- A Trebuchet is a powerful catapult that throws its payload in a high arc. The amount of time it takes to leave the planets’ Gravity Well are listed below: Once a planets Gravity Well has been left, full movement at Spelljamming speed can begin. If the smaller is less than 50% the size of the larger, both get the largers full supply of air, minus one week. A Trained crew gains proficiency with Spelljamming vehicles, grants advantage to any Persuasion or Intimidation checks made onboard the ship by any party member, and they may move to any part of the party's ship within one ship combat round. On a roll of 1, any Alchemist Fire casks on-board any ship involved in the crash explode, dealing damage to the ship they were on. A single Speed is then spent to turn port-ways (left) one hex facing (seven total), and the ship uses its' last Speed for the turn with a move forward one hex around a floating piece of space junk, readying for the next round. Its currents carry the spheres around a shifting stream, ever moving. Occasionally a page will look fine in another browser, but don't try to get a PDF generated, it will always be mangled by anything but Chrome. If a deity is worshipped in the Crystal Shell the party are touring (or if the DM chooses not to use this optional rule) then magic works the same in all Crystal Shells, regardless of the existence of any Gods or Patrons there. There are several planet types that can be encountered, and their color (shown on a map or display, or seen twinkling from a distance in a spyglass) may show a generalized society and technology level that will be encountered when visiting that star. Listed below are several stunts that can be performed by all Helmsman, using properties of the helm. No magic has been found that can damage or alter the surface of a shell, with the exception of those spells which cause portals to open. Damage to you from the Deck Crew Damage or Interior Crew Damage critical hits is reduced to 0. As long as at least 51% of the total crew stay alive between recruitment missions, crew status doesn’t change. But it's also a way to gate lower level players a little bit since you need some sort of dimensional door opener (spell, magic item, tool) to get to another realm. If you roll the same number twice, you can choose to either re-roll or move the planet to an adjacent ring. Say about how much food can sustain people and how much space stuff takes up. See Grappling on page 195 of the Players Handbook. For example, if three crew members are needed to operate a siege weapon, and an incoming attack scores a Deck Crew Damage critical hit, then the group targeted in this way would be those three crew members at that siege weapon and the party member assigned to the Gunner ship role. The curvature is so gradual that it is completely undetectable to anyone who is close enough to see the Crystal Sphere through the obscuring Phlogiston. Optionally, you may refer to the weather rules in the Dungeon Masters Guide, pages 109-111 and 117-119. I was immediately disappointed. Significantly, this gravity plane is two-directional; it attracts from both top and bottom. If a hit is scored, damage is equal to the damage of the ram. You may also choose to replace one of the planets with an asteroid field. After this, the creature falls unconscious and is dying. When two ships come into direct contact, the gravity of the ship with the higher tonnage is dominant and becomes the gravity for both ships. Lastly, rather than implementing the lore pertaining to the original Spelljammer setting, this document was simply designed as a rules conversion as far as I could take it. This is not an exhaustive list of all ship types, but a basic list of various ships and their sizes. All Wildspace is bounded by a shell of impenetrable crystal, called a Crystal Sphere or Crystal Shell. Any sort of control over speed and descent (flight, levitation, feather fall, etc) negates this effect. Mammoth []. This Ship Action douses all non-magical flame aboard the ship including torches, candles, and flame created by the Fire!                  For Siege Weaponry statistics, please see the                      Seige Weapons table, Page 22. . Characters who are weightless can move under familiar laws of physics - For every action, there is an equal and opposite reaction. For vessels larger than 50 tonnes, the number of holes needed to break apart a vessel is 1 per 15 tonnes of the ship, rounded down. In short, a match acts as a powerful firework, a firework acts as a fireball, and the devastation that a fireball would cause may take even the largest ships (and the caster) with it. That being said, siege weaponry have been adopted to Space Warfare with fervor. Traveling in a straight line, Spelljamming ships can attain extremely high velocity relatively quickly, spanning the great emptiness between planets in a short time. Some veterans of Space Travel will note that some of these numbers do not match with the original Spelljammer content. Special System; Roll another 1d10 and use result below, Fixed System; Planets don't rotate around central point, Nested Spheres; After creating the first system, create another to determine second system, Water bodies (like a planet of mostly ocean or ice), Air ("Gas Giant" Planet; May not have land-able surface; "Surface" may consist of floating islands), Earth (Jungle/Forest/Plains/Hills/Mountains), Habitable moon: roll on Planet Color table for technology level, and on Planet Conditions table for conditions, NPC in space (clinging to floating debris), Ship encounter, same size as party's ship, Crew-related Event: intruder, stowaway, sickness, etc, Ship encounter, smaller than party's ship, Harmless School of random beast encounter, Style and Grammar editing done by - Abby H. @, Additional thanks (in no particular order) are the friends at the, Additional playtesting done by - Dorian Kernytsky, Stephen Anhalt, Vendredi Chea, Chris Friel, and Joseph, This entire document is being published under, Various Illustrations by Louis Glanzman, from, SYSADVANCE, CULTSPLASH, CGGEAR, TMAGICARMORY, and TTEXTSPOT by, William "Captain" Kidd pirate illustration from 1905 book "An Alphabet of History" by Wilbur Dick Nesbit, Some Assets for the Spelljammer Vessel sheet borrowed (with permission) from. Example 2: A character that has multiclassed a 5th-level bard and a 3rd-level barbarian will have a spellcaster level of 6, and that same character using a Major Helm will grant a Helm Rating of 3 to the overall Speed. . Usually, it is a fire body like the Sun of our solar system, but other possibilities may occur that can be interesting points in your campaign. The Cook whips up a quick, magical meal that can provide a limited benefit to a group of crew members assigned to a task (such as the crew assigned to turning the sails, or the crew assigned to repairing damage to the ship). Increases AC as materials listed in DMG p.246, 500 gp per ton per step. You have advantage on ability checks and saving throws made to avoid gaining the Poisoned, Diseased, Charmed, and Restrained conditions. A Crack crew grants the proficiency bonus of the First Mate to ship initiative during Tactical combat and to ship Speed, as well as to attacks with all weapons attached to the party’s ship. Air cannot be extended by losing crew members mid-travel, but can be shortened by adding crew members mid-travel. Gods or Patrons) automatically fails in the Phlogiston. get PDF source. With 51% - 100% of the max crew, air lasts for four months. May take a long time. Any effects are essentially placed "on hold" until that time. They are interlinked, cosmically. Important when dealing with gravity and the air pocket that surrounds a ship. The block of ice on the outermost edge is also a planet. They are a method of converting magical energy into motive power. Entire campaigns have taken place on single planets, continents, and even in single cities. Either it is there at full strength or it is not there at all (though there are exceptions to every rule, per DM discretion). No power, God, elemental, or other meta-planar creature can be summoned in the Phlogiston, and any spell that attempts to do so will automatically fail. In the case of a tie, the lower crew status applies. One of the stranger side effects of all this is that an object falling off the side of a Spelljammer can oscillate back and forth across the plane of gravity, falling first in one direction until it crosses the plane, then reversing direction and falling back across the plane again, and so on until something causes it to stop. Exhausted characters attempting to use a Helm reduce the total Speed of the ship by the number of exhaustion points they have attained. Spelljamming ships can be made of anything: normal, sea-faring galleons; gargantuan, mutated bodies of Beholders; ships grown in a vast forest-turned-dry-dock; bones of long-dead dragons; contraptions made from junkyards and bound together by rubber-bands; the splinters and masts of defeated ships; or even the very mountains themselves. If the smaller body is at least 50% of the tonnage of the larger, both get one half as much air as the larger had remaining. If a player wishes to cast a spell with a one minute casting time, then no Ship Action can be used that round for that character, as they are busy casting a spell. This damage is not reduced by the Damage Threshold. Material on Beyond the Moons that has the SJ3e Logo (seen here on the right) is … The Speed of your ship is the number of facings that the ship can change and/or hex spaces it is able to move per round of combat. the corners and sides of a square), but these rules are designed for hex-based combat. 1 round). This role is required to be filled for the ship to move throughout wildspace and beyond. They can also whip something up in short order for those that are hungry now. Remember, gravity on a spherical world is a central point at the center of world, and gravity on a Spelljamming ship is a straight line, bisecting the ship itself. Facing a different direction in the hex space you're in, or moving one hex space forward uses one Speed. During your ships turn, each character may perform one Ship Action pertaining to their role on the ship. Any spells with a larger than five mile radius, or that have a range of Sight, may effect creatures or objects on the battlefield if you can clearly see the target. All objects drag air with them whenever they leave an air envelope. This is a contested roll used with grappling hooks manned by the crew or the grappling ram; Both ships participating in the grapple are required to roll 1d20 + Ship Speed. Crash Whole solar systems are surrounded by colossal spheres made of an unbreakable, crystal-like substance to protect them from an ocean of swirling light and color, the flammable Phlogiston, which divides the void between stars. The helm draws magic from the spellcaster and converts it into energy to move and maneuver a ship. Tonnage- This is a measure of the physical displacement that a spelljamming ship takes up. It is the vast emptiness that … Starfinderis for better or worse, Pathfinder in space. to Spelljammer! Lastly, Warlocks have been gifted the source of their power from their respective patrons. Remnants of old, broken technology and magic. The same will show for the galaxy's you create. Your ship Speed is determined by the MR of the ship itself and your Helm Rating, using the formula below: In Combat and other tactical scenarios, the speed of the ship is the number of hex spaces it can move per round and/or the number of hex facings it can change. A Crystal Shell is as far from the orbit of the furthest planetary body as it is to the primary star. Rush Job! If used within a spell or effect that causes a cloud (similar to the Fog Cloud, Cloudkill and Stinking Cloud spells) the creature is allowed an immediate save against the effects of the spell. You've got this; All you have to do is breathe. Roll 1d6 on Planet Color table to determine the stars actual technology level, keeping the Black color. What slows movement among more crowded inner planets is the presence of multiple, occasionally overlapping, Gravity Wells. For lack of a better definition, it is a river in which all Crystal Spheres bob, weave, and float. Speed Loss- Ship Speed is lowered by 1d8 for 1d4 rounds (min 1). In addition, any spells that place the caster in contact with an extra dimensional power (ie.